15,704 research outputs found

    Emerging issues and current trends in assistive technology use 2007-1010: practising, assisting and enabling learning for all

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    Following an earlier review in 2007, a further review of the academic literature relating to the uses of assistive technology (AT) by children and young people was completed, covering the period 2007-2011. As in the earlier review, a tripartite taxonomy: technology uses to train or practise, technology uses to assist learning and technology uses to enable learning, was used in order to structure the findings. The key markers for research in this field and during these three years were user involvement, AT on mobile mainstream devices, the visibility of AT, technology for interaction and collaboration, new and developing interfaces and inclusive design principles. The paper concludes by locating these developments within the broader framework of the Digital Divide

    Designing internet of tangible things for children with hearing impairment

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    Tangible User Interfaces (TUIs) are a new, non-traditional way to interact with digital information using a physical environment. Therefore, TUIs connect a physical set of objects that can be explored and manipulated. TUI can be interconnected over the Internet, using Internet of Things (IoT) technology to monitor a child''s activities in real-time. Internet of Tangible Things (IoTT) is defined as a tangible interaction applied to IoT. This article describes four case studies that apply IoTT to children with cochlear implants and children whose communication is sign language. For each case study, a discussion is presented, discussing how IoTT can help the child development in skills such as: social, emotional, psychomotor, cognitive, and visual. It was found that IoTT works best when it includes the social component in children with hearing impairment, because it helps them to communicate with each other and build social-emotional skills

    Using Information Communications Technologies to Implement Universal Design for Learning

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    The purpose of this paper is to assist Ministries of Education, their donors and partners, Disabled Persons Organizations (DPOs), and the practitioner community funded by and working with USAID to select, pilot, and (as appropriate) scale up ICT4E solutions to facilitate the implementation of Universal Design for Learning (UDL), with a particular emphasis on supporting students with disabilities to acquire literacy and numeracy skills. The paper focuses primarily on how technology can support foundational skills acquisition for students with disabilities, while also explaining when, why, and how technologies that assist students with disabilities can, in some applications, have positive impacts on all students’ basic skills development. In 2018, USAID released the Toolkit for Universal Design for Learning to Help All Children Read, section 3.1 of which provides basic information on the role of technologies to support UDL principles and classroom learning. This paper expands upon that work and offers more extensive advice on using ICT4E1 to advance equitable access to high quality learning. Like the UDL toolkit, the audience for this guide is mainly Ministries of Education and development agencies working in the area of education, but this resource can also be helpful for DPOs and non-governmental organizations (NGOs) wishing to pilot or spearhead ICT initiatives. Content for this paper was informed by expert interviews and reviews of field reports during 2018. These included programs associated with United Nations, Zero Project, World Innovation Summit, UNESCO Mobile Learning Awards, and USAID’s All Children Reading: A Grand Challenge for Development. Relevant case studies of select education programs integrating technology to improve learning outcomes for students with disabilities were summarized for this document

    Serious Play, Serious Problems: issues with eBook applications

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    This paper is an investigation into the accessibility of emerging interactive, multi-touch narratives, which are designed and developed to be used on Apples iPad device. Universal access to technology culturally, physically, mentally and socially is vital to the ethical and moral sustainability of society. The importance of this is particularly vital to the development of a childs development of basic literacy, numeracy and reading skills, as technology becomes a predominant mode in their lives. Narratives designed and developed for the iPad device offer a multimodal, interactive environment of text, image, sound, animation and touch; yet they render the accessibility tools and functions, embedded within the iPad for users with disabilities, useless. Whilst some narratives counter this in a variety of ways in their design, there are still major areas where the concept of universal access for all is neglected, leaving a significant portion of users in the dar

    The Use of STEM Gaming to Promote Hearing Health in Youth

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    Hearing loss prevention programs targeting youth have been implemented in many forms to teach younger populations about hearing health to prevent noise-induced hearing loss. Some hearing loss prevention programs, such as Dangerous Decibels®, are based on health communication science and aim to not only increase youth’s knowledge about noise-induced hearing loss, but positively change their attitudes, beliefs, and behaviors towards safe listening practices. The purpose of this project was to investigate how an educational computer game called Song of the Starbird could potentially be used as an effective hearing health promotion tool for students with normal hearing and students with hearing loss. Exposure to this game could improve knowledge and change attitudes, beliefs, and behaviors in youth related to hearing health. It can also be a fun way for youth to learn about how we hear, the effects of damaging sound levels, and what they can do to reduce their risk of noise-induced hearing loss. In Chapter 1, an extensive literature review was performed to establish a rationale for using a video game as an appropriate hearing loss prevention resource targeting youth 9-12 years old. In Chapter 2, the game’s application within the field of audiology, methods, and examples of implementation opportunities are offered. Audiologists play a key role in disseminating the game within their practice settings. Finally, Chapter 3 reviews gaps in the research literature and future research needs

    Evaluating New Approaches of Intervention in Reading Difficulties in Students with Dyslexia: The ilearnRW Software Application

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    The aim of this paper is to increase knowledge and understanding on how the implementation of language content through specialized software, such as the “Integrated Intelligent Learning Environment for Reading and Writing-iLearnRW”, can enhance learning during intervention procedures to enhance reading skills for children with dyslexia.The iLearnRW software is a newly designed tool that makes use of innovative technology and provides individualized intervention through games that incorporate learning activities, addressing those language areas that are most challenging for children with dyslexia in a highly entertaining and motivating way. Individualized intervention is provided through an underlying user profile, which incorporates these language features and is constantly updated as the child uses the software playing games, presenting language material selected based on his difficulties and recording his progress. A group of 78 students (52 male, 26 female) diagnosed with dyslexia, aged between 9 and 11 years old, was assessed for phonological, morphological and vocabulary skills. The students logged in the iLearnRW software on a mean of 14.18 days over a six-month intervention. After the 6-month intervention, the students were assessed once again on the same skills so as to establish the tool’s effectiveness.The results’ analysis revealed the following: (i) there was a strong constructional linkage between the profile entries of the sample, the language content of the tasks of the screening test as well of the games and its effectiveness in the students’ performance; (ii) the students who received specific guidance by their teachers, obtained higher success rates in most of the games than the students without any guidance, and (iii) the quantity of the language content and the time playing were not correlated with the students’ performance in the software’s games. Keywords: Digital technology, assistive computer software, dyslexia, learning environmen
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